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KSP2 Release Notes
Everything posted by Tapeta
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KSP Version: 0.1.2.0 22258 Windows 11 Home CPU: AMD Ryzen 7 5800H GPU: NVIDIA GeForce RTX 3070 Laptop The calculation of delta v is wrong in case you put small fuel tank (HFT-S-250 or HFT-S-375 or HFT-S-250) below big fuel tank (HFT-T-250 or HFT-T-375 or HFT-T-250) and you are using engine LV-N "Nerv". The same thing is true for engine Mk55 "Thud" and fuel tanks: FL-T800 and FL-T100. If you put small fuel tank above big fuel tank the calculation is right. I have no mods installed.
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This thread is totally ridiculous . What are you talking about? This makes no sense. "KSP2" is THE NAME! Not a version. The number 2 is part of THE NAME. what
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I dusted off my first Mun rocket build in KSP2 and I think about engines I could use for it. The rocket is: 1. stage: 4 x BACC Thumper 2. stage: 1 x Mainsail 3.stage: 1 x Poodle 4.stage: 2 x Terrier I was thinking what if I use Skipper or even Rhino instead of Mainsail. So I built 2xSkipper and 1xRhino variant. If all three rockets have the same amount of fuel, which one will have the most delta_v remaining in 3. stage in LKO? Mainsail: ......... 1576 m/s 2xSkipper: ..... 1650 m/s Rhino: .............. 1593 m/s (yes I am flying it manually) More pictures in imgur album here: https://imgur.com/a/ApU4J8j
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Yesterday I was traumatized by bugs during my Mun mission and because of that today I spent my time just by building new Mun lander. This thing is put together from structural parts, it can carry two Kerbals and has two stages. It is lighter than its predecessors and it has the same amount of delta_v. its predecessors were these two:
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I tested how difficult it still is to wrestle kraken during landing on Mun and then randevu lander with the command module which is hopefully still orbiting the Mun. (the most annoying bug is that one which after time warp will change your trajectory from orbiting 15km above Mun into suborbital trajectory [in this case I felt no shame in turning on infinity fuel {temporary}]) After Mun adventure I just built a rover and I drove around space center. I tried to enter garages, just in case: What if they enabled them. But positive thing is that post patch 1 my rover was able to reach 27 m/s .
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Yesterday I finished Weekly Challenge 4# (Jeb Level) and today I played again with planes. I used simple plane from Mk1 fuselage parts driven by one "Panther" engine running in dry mode. I compared different nosecone configurations and I compared maximum speed reached in altitude of 3000m. My results were: Mk3A Nose Cone ...................................................................................... 676 m/s Mk3A Nose Cone + SF-125 (structural fuselage) ........................ 704 m/s Mk3A Nose Cone + AE-FF125 (fairing) ........................................... 703 m/s TNC-01 ("XS" nose cone) + NSC 200 (small to tiny adapter) ... 702 m/s Tail Connector A ........................................................................................ 358 m/s AE-FF125 (fairing - pointy) ................................................................... 637 m/s AE-FF125 (fairing) ................................................................................... 635 m/s Mk3A Nose Cone + CBS-125 (cargo bay - short) ........................ 315 m/s Mk3A Nose Cone + CBL-125 (cargo bay - long) .......................... 697 m/s Conclusion: Fairing by itself is good, Mk3A Nose Cone is better and longer nose build with combination of Mk3A Nose Cone + fuselage or fairing is best. Another very good choice is aerodynamically looking TNC-01 ("XS" nose cone) + NSC 200 (small to tiny adapter). From comparison of {Mk3A Nose Cone + CBS-125 (cargo bay - short)} vs {Mk3A Nose Cone + CBL-125 (cargo bay - long)} it seems that KSP2 thinks that longer things are more aerodynamic than short things - {cargo bay - short} caused much more drag than {cargo bay - long} . So that mean that you want to use long versions of cargo bays whenever possible.
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Weekly Challenge #4 - Apollo Recreation
Tapeta replied to Ghostii_Space's topic in Challenges & Mission Ideas
Today I finished Jeb Level of this challenge. My rocket: On LKO: On transfe to Mun: Landing on Mun in progress: On Mun: (there is the Bug plaguing two stage landers - if you separate on ground and launch, your vessel will have status landed and you will not have any lines {orbital information} so in order to evade this fate I first launched and after that , when I was already flying, I separated lower stage of the lander) Return to Mun orbit: Return to Kerbin: I had problem with my design of Service Modul, when I tried to decouple capsule from it, the vessel got destroyed. So because of that I landed like this: -
There is not one nose cone on those boosters. It is as aerodynamic as soviet style apartment building.
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Today is Friday, but one day it'll be Fry(your ship)day
Tapeta replied to Nate Simpson's topic in KSP2 Dev Updates
That mean that I will not be able to fly mach 4 in altitude of 3000m ? -
Yesterday I launched my complicated asparagus stage Mun rocket and now it runned at 15FPS , before it was something like 7-9FPS during start.
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Let's test 1st patch with this asparagus Mun rocket: 4 x BACC "Thumpers" 4 x LV-T30 "Reliants" 1 x RE-I5 "Skipper" album: https://imgur.com/a/6UoMJJS [AMD Ryzen 7 5800H with Radeon Graphics 3.20 GHz] [RAM: 32,0 GB] [NVIDIA GeForce RTX 3070 Laptop GPU]
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That video is so funny. It's like log running.
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I don't expect miracles, but I am expecting some bugs to be fixed. It will determine how much I will play KSP2.
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I think nobody is reading parts descriptions. SWERV is suppose to be a "GASCORE" nuclear engine. Solid core nuclear thermal engines were tested in RL, but nobody knows how the heck will gascore reactor work without spewing its intrails all over current orbit. SWERV is completely different league than NERV.
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In KSP1 I had contract to bring one tourist to orbit and safely back. Today in KSP2 I recreated vessel I've used to fulfill that contract. Full imgur album: https://imgur.com/a/0hwamRF
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Today I tested "SM" and "XS" nose cones. I flew a small simple plane driven by one "Panther" engine running on dry mode. Results: Mk3A Nose Cone 668 m/s Mk3B Slanted Nose Cone 668 m/s Mk5H Nose Cone 314 m/s TNC-01 (aerodynamic nose cone) + FL-A10 (small adapter) 318 m/s
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Rather than weather effects I would rather see patch which will solve cross feed from upper stage problem, docking ports issues - like vessel destroyed after undocking or this one when you undock your conics from maneuver planner are not displayed, ship exploding from no reason, wings falling off, changing AP PE values just from vessel rotation, and so on ... Weather simulation is opportunity for modders, but for game which is about space and where you are moving most of the time through vacuum it can not be a priority.
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Don't post it like this, that's good Kraken drive, you can use it. But now seriously, I noticed it too. When I am rotating my craft with reaction wheels (no RCS) values of Ap and Pe are changing. Once I deorbited in Minmus by spinning the capsule.
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Today I was playing with Aeroplanes. I build simple plane with 1 Wheesley engine and I used it as a platform for testing of draginess of Air Intakes. I was measuring maximum speed of the aeroplane in altitude between 3000-3500m. My results are: Shock Cone Air Intake: 375 m/s Cirkular Intake: 336 m/s 2 x Adjustable Ramp Radial Intake: 560 m/s XM-G50 Radial Air Intake: 291 m/s Adjustable Ramp Intake: 611 m/s Mk1 Diverterless Supersonic Intake: 585 m/s
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I am excited to see this game grow and evolve from the very beginning.
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You can calculate it, same as it was in KSP1 early age